I have a better way of doing the contours. Select the cells layer, and do a "random points in polygon" function. Make sure the points inherit the attributes from the polygons so they contain the height data of the cell they are in. If they don't use one of the join functions to accomplish this. Now, go to the points attribute list, make a new column, name it whatever you please, and use the exuals expression function: attribute(height) + rand(-10, 10)" This will create a new column of data where all height data for each point is pushed up or down by no more than 10 meters, randomly. From this data, you can generate a DEM, or digital elevation map, which will have much more detail than the height map from Azagar's. You can iterate this to get more and more detail as you please, using the DEM to create more points, rnadomizing those points, and so on until you are happy with the result. The final DEM can be used to generate your contour lines, or used as is to give your map a 3D mode, since you now have a 3d height map.
After looking at this, I still think it's a great idea, but I'd want it more fleshed out to take care of rivers (ensure they always flow downhill, etc.) Not yet sure how to do that, except with a couple complex queries on the rivers layer.
@@LemuriaGames I had the same issue. I solved this by making a DEM using real DEM data and photoshop to create a 16bit grayscale tif. I used the Az heightmap as a general guide for this process... In effect, I was able to blend and overlay patches of the real world to make the DEM. This took about an hour to set up, and about 3 hours of fiddling to refine to a point I liked. I was then able to use r.watershed in Grass to generate rivers... They don't have names though. I'm working on getting names attached to them.
Ok so I've only done one quick view of the video so take what I say with that in mind and I've never used these apps except just now to get a feel for them. lol. But, when you are talking about getting the contour info on the map I'm wondering that since the cells all have an elevation assigned to them can't you just treat the elevation value the same way you did all the other items of data and dissolve by height say rounded to a set increment of like 50' or 100'? Then you would have a separate polygon for each increment of elevation which would basically be contour lines right? Or you could use the color to create a color coded elevation map.
Been watching this series beautifully up until I ran in to an issue with the fix population script. It seems to output a blank file for some reason. No errors or anything. Any Ideas??? (Thank you for this awesome series btw :D )
Azgaar has updated his generator a few times in the meantime. It might be that there are differences in the files he exports. I haven't had time to update my scripts. If you understand a bit in PHP, it should be easy to add debug output and pinpoint the problem.
Thanks for sharing ! Love it
I have a better way of doing the contours. Select the cells layer, and do a "random points in polygon" function. Make sure the points inherit the attributes from the polygons so they contain the height data of the cell they are in. If they don't use one of the join functions to accomplish this. Now, go to the points attribute list, make a new column, name it whatever you please, and use the exuals expression function: attribute(height) + rand(-10, 10)" This will create a new column of data where all height data for each point is pushed up or down by no more than 10 meters, randomly. From this data, you can generate a DEM, or digital elevation map, which will have much more detail than the height map from Azagar's. You can iterate this to get more and more detail as you please, using the DEM to create more points, rnadomizing those points, and so on until you are happy with the result. The final DEM can be used to generate your contour lines, or used as is to give your map a 3D mode, since you now have a 3d height map.
That is actually a brilliant idea. I''ll give it a try.
After looking at this, I still think it's a great idea, but I'd want it more fleshed out to take care of rivers (ensure they always flow downhill, etc.) Not yet sure how to do that, except with a couple complex queries on the rivers layer.
@@LemuriaGames I had the same issue. I solved this by making a DEM using real DEM data and photoshop to create a 16bit grayscale tif. I used the Az heightmap as a general guide for this process... In effect, I was able to blend and overlay patches of the real world to make the DEM. This took about an hour to set up, and about 3 hours of fiddling to refine to a point I liked. I was then able to use r.watershed in Grass to generate rivers... They don't have names though. I'm working on getting names attached to them.
Ok so I've only done one quick view of the video so take what I say with that in mind and I've never used these apps except just now to get a feel for them. lol. But, when you are talking about getting the contour info on the map I'm wondering that since the cells all have an elevation assigned to them can't you just treat the elevation value the same way you did all the other items of data and dissolve by height say rounded to a set increment of like 50' or 100'? Then you would have a separate polygon for each increment of elevation which would basically be contour lines right? Or you could use the color to create a color coded elevation map.
There are many ways to do it. I wanted the contour lines to not be identical to the cell borders.
@@LemuriaGames Use the same technique you used on the cells to make them look more organic only exaggerate it more?
Or something similar to how you did the ocean depth lines.
Been watching this series beautifully up until I ran in to an issue with the fix population script. It seems to output a blank file for some reason. No errors or anything. Any Ideas??? (Thank you for this awesome series btw :D )
Azgaar has updated his generator a few times in the meantime. It might be that there are differences in the files he exports. I haven't had time to update my scripts. If you understand a bit in PHP, it should be easy to add debug output and pinpoint the problem.
@@LemuriaGames Thank you so much, haven't done much in PHP. But I'm sure I can figure it out. Thanks again :D
I had a chat with Azgaar on Discord as I came across the same issue. Next version should have a more practical Population field. Stay tuned.
@@JeanCharlesLonguet Awesome!! Thank You!
@@tristanpratt5871 Just to let you know: last version of Azgaar's Fantasy Map generator now uses a numeric population field in its export.
Like for cat!
It's Russia, haha!